docs.unity3d.com
    Show / Hide Table of Contents

    Namespace UnityEngine.Localization

    Classes

    DisplayNameAttribute

    Specify a custom name to be used when displayed in the Editor.

    EditorPropertyDriver

    Allows for making temporary changes to Components in a scene whilst previewing a Locale. Any changes made to a property that is marked as driven will be ignored when saving the scene and reverted when the property is unregistered or SelectedLocale is set to null.

    Locale

    A Locale represents a language. It supports regional variations and can be configured with an optional fallback Locale via metadata.

    LocalizedAsset<TObject>

    Provides a way to reference an AssetTableEntry inside of a specific AssetTable and request the localized asset.

    LocalizedAssetBase

    Base class for all localized assets.

    LocalizedAssetTable

    Provides a way to access an AssetTable at runtime.

    LocalizedAudioClip

    Provides a specialized LocalizedAsset<TObject> which can be used to localize AudioClip assets.

    LocalizedFont

    Provides a LocalizedAsset<TObject> which you can use to localize a .

    LocalizedGameObject

    Provides a specialized LocalizedAsset<TObject> which can be used to localize Prefabs.

    LocalizedMaterial

    Provides a specialized LocalizedAsset<TObject> which can be used to localize Materials.

    LocalizedObject

    Provides a LocalizedAsset<TObject> which you can use to localize any UnityEngine.Object.

    LocalizedReference

    Provides a way to reference a table entry inside of a specific LocalizationTable.

    LocalizedSprite

    Provides a LocalizedAsset<TObject> which you can use to localize Sprites.

    LocalizedString

    Provides a way to reference a StringTableEntry inside of a specific StringTable and request the localized string.

    LocalizedStringTable

    Provides runtime access to a StringTable for the current selected Locale. When accessing multiple localized strings it may be more convenient to use a LocalizedStringTable instead of multiple LocalizedString. This fetches the table on demand or provides a callback when the table finishes loading, such as returning when the selected locale was changed.

    LocalizedTable<TTable, TEntry>

    Provides a way to access a LocalizationTable at runtime. See LocalizedStringTable and LocalizedAssetTable for implementations.

    LocalizedTexture

    Provides a LocalizedAsset<TObject> which you can use to localize Textures assets.

    LocalizedTmpFont

    Provides a LocalizedAsset<TObject> which you can use to localize a TextMeshPro .

    Structs

    LocaleIdentifier

    Represents identification information for a language or its regional variant. Also includes access to the CultureInfo which provides culture-specific instances of the DateTimeFormatInfo, NumberFormatInfo, CompareInfo, and TextInfo objects.

    Interfaces

    IPreloadRequired

    Indicates that the class requires preloading during initialization before it is ready for use.

    Delegates

    LocalizedAsset<TObject>.ChangeHandler

    Delegate used by AssetChanged.

    LocalizedString.ChangeHandler

    Delegate used by StringChanged.

    LocalizedTable<TTable, TEntry>.ChangeHandler

    Delegate used by TableChanged.

    In This Article
    • Classes
    • Structs
    • Interfaces
    • Delegates
    Back to top
    Copyright © 2023 Unity Technologies — Terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX on 18 October 2023